spectral rendering

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MetinSeven
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Re: spectral rendering

Post by MetinSeven » Sat Oct 17, 2020 11:40 am

Haha, yeah, let's clone the Luxcore devs. :mrgreen:
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Sharlybg
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Re: spectral rendering

Post by Sharlybg » Sat Oct 17, 2020 11:46 am

MetinSeven wrote:
Sat Oct 17, 2020 11:40 am
Haha, yeah, let's clone the Luxcore devs. :mrgreen:
There is GPT3 AI writting code for development speed up.
Wonder if Devs can exploit it.
Btw spectral can make denoiser useless as someone isn't going to smooth out all the extra bit of pixel realism that separate RGB to Spectral render with oidn or optix denoiser.
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Re: spectral rendering

Post by MetinSeven » Sat Oct 17, 2020 11:50 am

Hmm, the denoiser issue is not good. :cry:
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Theo_Gottwald
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Re: spectral rendering

Post by Theo_Gottwald » Sat Oct 17, 2020 2:00 pm

There is possibly a sort of hint, how any of the Blender-Renderers can be made to render spectral.
It was done with POV-Ray already 2013 and the results were interesting. If you want to give it a try take a look at the Links below.

For this you will need:
1. to make several renders of the same scene and then
2. use the POV-Ray Script to put it all together.

Also you will need to define new materials, however all needed constants are available in the POV-Ray Include files from this Site:

SPECTRAL-RENDER with POV-Ray

From what i understand its taht they make for each material lets say 5 renders with Materials in only one colour with the Spectral characteristics of that colour. Then they mix it alltogether for the final picture.
Having said this, while the result looks perfectly natural, a perfect spectral renderer would render not only 5 but even more Frequencies and mix them. Which means that any rendering that takes no 1 hr. will then take several hours - maybe 5 hrs..
So i would try to get NVIDIA as a Sponsor to implement that :-).

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Re: spectral rendering

Post by Sharlybg » Sat Oct 17, 2020 2:03 pm

MetinSeven wrote:
Sat Oct 17, 2020 11:50 am
Hmm, the denoiser issue is not good. :cry:
BTW i think we shouldn't worry too much about Specral. The main switch decider for most people is performance aka speed.
looking at the number of people adopting Eevee/Unity /Unreal /Twinmotion / Lumion /D5 render you can tell where are the priority.
Sure Luxcore is better than cycles in many area but until the difference is more than obvious their aren't going to convert Gigabyte
of Assets library nor they workflow for a switch :idea:
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Re: spectral rendering

Post by MetinSeven » Sat Oct 17, 2020 3:05 pm

Interesting discussion. I'd love to read what David and Simon think of adding spectral to Luxcore. I've read some other discussions over here, but hope they'll reconsider it, as my impression is that LuxcoreRender is not meant to compete with realtime-type renderers that make lots of quality concessions in favor of speed, but LuxcoreRender is for users who want the best possible realism in surface, volume and light behaviour. Spectral calculations would aid that aim.

I worked with Maxwell Render for a number of years, and I still miss its impressive level of realism since my switch from 3ds Max to Blender. LuxcoreRender comes close to Maxwell's rendering quality, but I'm sure a spectral workflow would push realism just that slight bit that's necessary to match Maxwell's results.
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Re: spectral rendering

Post by Sharlybg » Sat Oct 17, 2020 4:02 pm

I was always intrigued by Spectral renderer but never had tools to check how they achieve such level of treatment.
It is something i would like to explore at some point.
OLD lux was spectral. Indigo is spectral . Octane is spectral . Maxwell is spectral . Thea render is spectral.
In some of the gallery image of Maxwell and Thea render almost 90% there is this special touch or look : Light treatment / surface perception.
It very special look like an extra coating layer on top of everything and light travel is very different and natural.

BTW indigo lastest renders look like common RGB renderer compared to oldest gallery image of the same engine.
Looking at corona overhall quality i can see it get closer but still miss the extra touch to maxwell.
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Re: spectral rendering

Post by Sharlybg » Sat Oct 17, 2020 4:21 pm

This touch of extra realism can also be seen here on Maverick render old Arion random control renderer : https://maverickrender.com/studio-gallery/

It isn't the first time people see this difference : https://community.foundry.com/discuss/t ... tID=220654
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Re: spectral rendering

Post by MetinSeven » Sat Oct 17, 2020 4:38 pm

Sharlybg wrote:
Sat Oct 17, 2020 4:02 pm
I was always intrigued by Spectral renderer but never had tools to check how they achieve such level of treatment.
It is something i would like to explore at some point.
OLD lux was spectral. Indigo is spectral . Octane is spectral . Maxwell is spectral . Thea render is spectral.
In some of the gallery image of Maxwell and Thea render almost 90% there is this special touch or look : Light treatment / surface perception.
It very special look like an extra coating layer on top of everything and light travel is very different and natural.

BTW indigo lastest renders look like common RGB renderer compared to oldest gallery image of the same engine.
Looking at corona overhall quality i can see it get closer but still miss the extra touch to maxwell.
I totally agree. Maxwell is well-known for not making concessions in realism, even though it took a long time to become noise-free, especially back in the mid-2000s, when it was still all-CPU and PCs were much slower than today. I remember sometimes letting Maxwell render all night through, like in the really old days of the Amiga (Sculpt 3D, Turbo Silver, Imagine).
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Re: spectral rendering

Post by Sharlybg » Sat Oct 17, 2020 4:43 pm

So the best thing will be Spectral rendering on demand and accelerated By GPU.Maybe we can open a bounty for that one :idea:
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